/
GameOver.cpp
244 lines (164 loc) · 6.61 KB
/
GameOver.cpp
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#include "GameOver.h"
#include "MainScene.h"
#include "macros.h"
#include "NativeController.h"
USING_NS_CC;
GameOver::GameOver()
: _showhighScore(0)
, _showScore(0)
{
}
GameOver::~GameOver()
{
this->removeAllChildren();
}
Scene* GameOver::createScene()
{
auto scene = Scene::create();
auto layer = GameOver::create();
scene->addChild(layer);
return scene;
}
bool GameOver::init()
{
if (!Layer::init())
{
return false;
}
//シングルタップ用リスナーを用意する
auto listener = EventListenerTouchOneByOne::create();
listener->setSwallowTouches(_swallowsTouches);
//各イベントの割当
listener->onTouchBegan = CC_CALLBACK_2(GameOver::onTouchBegan,this);
listener->onTouchEnded = CC_CALLBACK_2(GameOver::onTouchEnded, this);
//イベントディスバッチャにシングルタップ用リスナーを追加する
_eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this);
return true;
}
void GameOver::onEnter()
{
Layer::onEnter();
//背景を表示
initBackground();
initMenu();
initShowScore();
}
void GameOver::onExit()
{
Layer::onExit();
}
void GameOver::initBackground()
{
//背景の生成
auto background = Sprite::create("background.png");
background->setPosition(Vec2(WINSIZE.width / 2, WINSIZE.height / 2));
this->addChild(background,Z_Bg);
auto whiteFrame = Sprite::create("whiteFrame.png");
whiteFrame->setPosition(Vec2(WINSIZE.width / 2, WINSIZE.height / 2));
this->addChild(whiteFrame,Z_Frame);
}
void GameOver::initMenu()
{
//戻るボタンとやめるボタンの実装
auto retryItem = MenuItemImage::create("retry.png",
"retry.png",
CC_CALLBACK_1(GameOver::menuRetryCallback,this));
retryItem->setPosition(Vec2(WINSIZE.width / 2 , WINSIZE. height * 0.3));
auto scoreReset = MenuItemImage::create("btOrange.png",
"btOrange.png",
CC_CALLBACK_1(GameOver::menuResetCallback,this));
scoreReset->setPosition(Vec2(WINSIZE.width * 0.8, WINSIZE. height * 0.35));
auto ResetLabel = Label::createWithSystemFont(" 社会復帰(スコアリセット)","Marker Felt", 25);
ResetLabel->setPosition(scoreReset->getPosition());
ResetLabel->setColor(Color3B::BLUE);
this->addChild(ResetLabel,Z_Label);
auto collectItem = MenuItemImage::create("btOrange.png",
"btOrange.png",
CC_CALLBACK_1(GameOver::collectCallback,this));
collectItem->setPosition(Vec2(WINSIZE.width * 0.8, WINSIZE. height * 0.25));
auto collectLabel = Label::createWithSystemFont("飛行の軌跡(実績)","Marker Felt", 30);
collectLabel->setPosition(collectItem->getPosition());
collectLabel->setColor(Color3B::BLUE);
this->addChild(collectLabel,Z_Label);
//menuに登録
auto menu = Menu::create(retryItem,scoreReset,collectItem,NULL);
menu->setPosition(Point::ZERO);
this->addChild(menu,Z_Menu);
}
void GameOver::initShowScore()
{
auto _user = UserDefault::getInstance();
int sqlFlag = _user->getIntegerForKey("sqlFlag");
if(sqlFlag == 0){
SaveSQL::sqliteCreateTable();
SaveSQL::sqliteSetValueForKey();
_user->setIntegerForKey("sqlFlag", 1);
}
//今回のスコアを取り出す
int _showScore = _user->getIntegerForKey("gameScore");
//ハイスコアを取り出す
int _showhighScore = _user->getIntegerForKey("highScore");
//今回のスコアからランクを呼び出す(SQliteを使用)
const char * gameScoreRank = SaveSQL::sqliteGetRankForScore(_showScore);
const char * highScoreRank = SaveSQL::sqliteGetRankForScore(_showhighScore);
//実績アップデート
int _collect = SaveSQL::sqliteGetCollectForRank(gameScoreRank);
CCLOG("collectNO %d",_collect);
if(_collect==0)
{
//まだ取得したことのないランクだった場合
SaveSQL::sqliteUpdateCollectForScore(gameScoreRank,1);
}
//スコア表示
auto scoreLabel = Label::createWithSystemFont("","Marker Felt", 48);
scoreLabel->setPosition(Point(WINSIZE.width * 0.5, WINSIZE.height * 0.9));
scoreLabel->setColor(Color3B::WHITE);
scoreLabel->enableOutline(Color4B::BLACK,5);
this->addChild(scoreLabel,Z_Label);
scoreLabel->setString(StringUtils::format("現実逃避日数 : %d 日 \n現実逃避年数 : %d 年 %d 日", _showScore, _showScore/365, _showScore%365));
//ランク表示
auto rankLabel = Label::createWithSystemFont("","Marker Felt", 50);
rankLabel->setPosition(Point(WINSIZE.width * 0.5, WINSIZE.height * 0.5));
rankLabel->setColor(Color3B::MAGENTA);
rankLabel->enableOutline(Color4B::BLACK,5);
this->addChild(rankLabel,Z_Label);
rankLabel->setString(StringUtils::format("ランク : %s", gameScoreRank));
//ハイスコアandランク表示
auto scoreLabel2 = Label::createWithSystemFont("","Marker Felt", 30);
scoreLabel2->setPosition(Point(WINSIZE.width * 0.7, WINSIZE.height * 0.7));
scoreLabel2->setColor(Color3B::RED);
this->addChild(scoreLabel2,Z_Label);
scoreLabel2->setString(StringUtils::format("最高逃避日数 : %d 日 \n最高現実逃避年数 : %d 年 %d 日 \n ランク : %s", _showhighScore, _showhighScore/365, _showhighScore%365, highScoreRank));
}
bool GameOver::onTouchBegan(Touch *touch, Event *unused_event)
{
//タップ開始時の処理
CCLOG("onTouchBegan");
return true;
}
void GameOver::onTouchEnded(Touch *touch, Event *unused_event)
{
//タップ終了時の処理
CCLOG("onTouchEnded");
}
void GameOver::menuRetryCallback(Ref* pSender)
{
//新しく画面を用意する
auto scene = MainScene::createScene();
//フェードアニメーションの設定
auto tran = TransitionFade::create(1, scene);
//新しい画面に画面遷移する
Director::getInstance()->replaceScene(tran);
}
void GameOver::menuResetCallback(Ref* pSender)
{
Director::getInstance()->pause();
Layer* selectLayer = SelectReset::create();
this->addChild(selectLayer,Z_PopFrame);
}
void GameOver::collectCallback(Ref* pSender)
{
Director::getInstance()->pause();
Layer* modalLayer = Collect::create();
this->addChild(modalLayer,Z_PopFrame);
}